|
I was looking through the assignment screen for sweet sweet grimdark backstory and the corp lady gave me the reason there are still streets. Its because conservative groups lobby hard for them to still be used
|
# ? Nov 6, 2015 07:12 |
|
|
# ? Jun 2, 2024 10:33 |
Agean90 posted:I was looking through the assignment screen for sweet sweet grimdark backstory and the corp lady gave me the reason there are still streets.
|
|
# ? Nov 6, 2015 07:15 |
|
Haven't been playing this quite as much as a lot of the people in the thread, so I just got to the point where I started actually building up space(I had started my moon colony yesterday, but hadn't really done anything up there due to lack of funds). Building up homes, get the first couple production things going(titanium plates and oxygen) along with sufficient power for everything, and whoops, my 20k income is now almost 10k negative! Good thing I had a big chunk of funds left in the bank at this point and was able to plop down a ton of houses and stuff to make all the new people happy in my temperate zone area, because that could have been very bad.
|
# ? Nov 6, 2015 08:51 |
|
Yeah if in doubt go back to temperate. Now my money is capped at 3mil and I'm making +100k. Importing luxury food and drinks to save on space. Just need to build a corporate HQ...
|
# ? Nov 6, 2015 09:13 |
|
I decided to revisit this last night and I ended up playing till 1am. I'm torn because this is clearly a good game, and there's fun to be had, but it doesn't feel like Anno anymore. Also, I reeeealllllly hate Jorgensen. "Hey, about the military mission? No? Oh well, I'll just remind you about it literally every time you enter the Arctic region and never ever shut up about it". I prefer his wimpy ancestor.
|
# ? Nov 6, 2015 10:44 |
|
Which one? The Jorgensen family line has been in the series since 1701.
|
# ? Nov 6, 2015 11:30 |
|
I was referring to Leif Jorgensen, but good point
|
# ? Nov 6, 2015 12:25 |
|
Look at upgrades for production buildings, I see that it maxes out for a certain number of additional modules you can add for each base building. Is it always the case that maxing out on upgrades is more efficient than building a new base production building? I didn't get a chance to look at the numbers in detail and crunch the math, but was wondering if anyone had?
|
# ? Nov 6, 2015 12:44 |
|
Pretty sure it is yeah. Most factory modules add anywhere between 75% to 150% production but only add say a third-to-half in maintenance cost so it's a hell of a lot cheaper to add modules to factories than create entire new factories. Then of course you can further reduce their energy or logistics footprint depending on which you have less of. It's a really neat system.
|
# ? Nov 6, 2015 12:47 |
|
I ramped up antigrav production on my moonbase so that my executives could go full Wall-E, and I forgot to turn off my energy transfer that I used to finish off the requirements of the Petrochemical Generator 'wonder'. Got a warning that there was no power and went "oh gently caress" and backed out to the main area to lower my transfer - when I deleted the transfer I got power warnings in BOTH sectors. Zooming back in to my moonbase all of a sudden everything has giant exclamation marks saying there's no shield and I couldn't figure out why because at the very least my warehouse should be supplying the one right next to it and that's when I noticed MY WAREHOUSE WAS GONE. I don't know if it was a bug or meteor strike (nothing else was damaged) but I had to drive my buggy all the way back over to plop down a new warehouse, and then my entire base hummed back into life like nothing had happened. I also got enough money to start shopping for new sectors - looks like the price is based on the owning corporation's level, though not entirely clear on how they grow.
|
# ? Nov 6, 2015 13:42 |
|
Vetitum posted:Look at upgrades for production buildings, I see that it maxes out for a certain number of additional modules you can add for each base building. It's always more efficient to expand existing factories, yes. Factory modules always improve production faster than they scale up maintenance costs by a factor of 2:1. That is to say a module that improves production by 100% will only increase maintenance by 50%. You also get to take advantage of using one less set of maintenance modules by expanding versus building new. Also the logistics cost is fixed and doesn't increase as you expand the factory while adding an entire new factory eats up more logistics.
|
# ? Nov 6, 2015 13:48 |
|
Psychotic Weasel posted:I'm hoping any future expansions/installments lead us to visit other planets such as Mars or Venus to strip them of resources as well; that could lead to a nice tie-in with Dead Space as humanity turns into a hive of locusts. I'm kind of hoping they go the opposite route and Anno 2499 is about the transition to post-scarcity. At the very top tier you've got fabricators for practically everything and it's about energy, raw materials to feed into the fabbers, and keeping people happy now that they no longer have to work.
|
# ? Nov 6, 2015 16:56 |
|
You mean Anno 2502.
|
# ? Nov 6, 2015 17:08 |
|
Chief Savage Man posted:You mean Anno 2502. Thank you.
|
# ? Nov 6, 2015 17:10 |
|
kaynorr posted:I'm kind of hoping they go the opposite route and Anno 2499 is about the transition to post-scarcity. At the very top tier you've got fabricators for practically everything and it's about energy, raw materials to feed into the fabbers, and keeping people happy now that they no longer have to work. Or go the full Supreme Commander route. You have two resources: mass, and energy. Nanotechnology requires only energy and matter to make anything.
|
# ? Nov 6, 2015 17:13 |
|
Oh man, Just built my first bridge and now I'm tempted to shift my entire industry across it just to clean up my abortion of a city.
|
# ? Nov 6, 2015 17:15 |
|
I've played older games in this series but not 2070 and this thread has me itching to play. Should I get this game or Anno 2070 complete pack for 29.99? Or wait for the next steam sale and get 2070 for 10 bux?
|
# ? Nov 6, 2015 17:20 |
|
I've got 109 hours in 2070 and I'm not even a crazy person. $30 for everything is a good price.
|
# ? Nov 6, 2015 17:23 |
|
Is there any way to make the zones of influence a bit easier to see? In 2070 when plopping say some kind of info center, it would highlight all the residences that would get the effect. In 2205 it looks like it kind of does a road highlighting like Cities:Skylines does with utilities to show effect, but it's barely visible and I can never really tell just where the cutoff line is, considering that getting the utility effect is pretty binary. I'm still very new to this game and figuring out how to manage roads/logistics, but also trying to minmax city setups to get the most out of those utility buildings...
|
# ? Nov 6, 2015 17:27 |
|
Murgos posted:I've played older games in this series but not 2070 and this thread has me itching to play. Should I get this game or Anno 2070 complete pack for 29.99? Or wait for the next steam sale and get 2070 for 10 bux? That said if I went back to Anno 2070 after this I would really really miss having total knowledge of my input/output numbers, being able to move building without destroying them, and the new factory module system.
|
# ? Nov 6, 2015 17:30 |
|
Its not really binary tho. How it works its that the houses use up a certain amount of whatever the building provides, which is determind by how long the road is between the house and the resource. So a house can be outside of the buildings influence zone, but still get the benefits from it because the building has enough surplus resource to make up for the distance penalty.
|
# ? Nov 6, 2015 17:33 |
|
Do you get any more money if you have surplus of any kind? Like, is there any point to ever using worker drones in the temperate zone? Also where is the 'per-zone cerdits' thing? I want to see how much the arctic and moon is draining from me overall, and if arctic workers are even cashflow positive.
|
# ? Nov 6, 2015 17:36 |
|
Agean90 posted:Its not really binary tho. How it works its that the houses use up a certain amount of whatever the building provides, which is determind by how long the road is between the house and the resource. So a house can be outside of the buildings influence zone, but still get the benefits from it because the building has enough surplus resource to make up for the distance penalty. Ugh, that means I have to care about roads. Here goes my brutalist architecture revival!
|
# ? Nov 6, 2015 17:38 |
|
Bhodi posted:Do you get any more money if you have surplus of any kind? Like, is there any point to ever using worker drones in the temperate zone? Bottom left of the main screen, one of the buttons that has the little three bars credit symbol.
|
# ? Nov 6, 2015 17:41 |
|
I really, really like how warehouses / residential services buildings radiate through the grid now. It really helps (me, at least) be more freeform with my cities instead of trying to cram everything in a certain radius to make a perfect sperg city-crystal. I restarted on hard, definitely enjoying it more so far. Spent the first 30 minutes or so constantly reconfiguring my starter city as I unlocked the ability to add modules and such. Until I get other sources of energy, my residential grid has long blocks, with wind generators forming a breezeway down the middle, now that I know better. It looks cool and I'll post screenshots later. Also: if you think you'll be starting up a hard mode game, start your corporation now so you can vote and get the benefits, then go back to easy / normal. Was unhappy to see my new corp didn't get grandfathered in on the goodies from the first round of voting.
|
# ? Nov 6, 2015 17:50 |
|
Agean90 posted:I was looking through the assignment screen for sweet sweet grimdark backstory and the corp lady gave me the reason there are still streets. I thought one of the load screen tips said something about the repulsors for the air cars being embedded in the roads?
|
# ? Nov 6, 2015 17:57 |
|
The corp lady said that too, but also that its mostly
|
# ? Nov 6, 2015 17:59 |
|
My new game on expert is going well:
|
# ? Nov 6, 2015 18:15 |
|
While this has not been an issue for me yet, it looks like the most serious shortcoming of the game is a lack of difficulty based on people breaking the game on hard? Looks like just a sharp initial difficulty curve that quickly plateaus?
|
# ? Nov 6, 2015 18:19 |
|
bonds0097 posted:While this has not been an issue for me yet, it looks like the most serious shortcoming of the game is a lack of difficulty based on people breaking the game on hard? Looks like just a sharp initial difficulty curve that quickly plateaus?
|
# ? Nov 6, 2015 18:21 |
|
bonds0097 posted:While this has not been an issue for me yet, it looks like the most serious shortcoming of the game is a lack of difficulty based on people breaking the game on hard? Looks like just a sharp initial difficulty curve that quickly plateaus? The prices on the world market are ridiculously low, a lot cheaper than making stuff yourself. Once they adjust that, I'll probably have to put a little effort into what I'm doing instead of just importing all the expensive to manufacture stuff. Look at that price for androids, it's ~30% of what it would cost to make them myself!
|
# ? Nov 6, 2015 18:38 |
|
What determines the price anyway?
|
# ? Nov 6, 2015 18:49 |
|
Poil posted:What determines the price anyway? Seems to fluctuate based on global player supply/demand. An actual cool use of UPlay actually. Though with stuff being unbalanced atm, that's problematic. I'm sure prices will stabilize before too long but by that point a lot of people will have 'beaten' the game unless they give us a compelling reason to revisit and maintain your stuff.
|
# ? Nov 6, 2015 19:02 |
|
Murgos posted:I've played older games in this series but not 2070 and this thread has me itching to play. Should I get this game or Anno 2070 complete pack for 29.99? Or wait for the next steam sale and get 2070 for 10 bux? I would get 2070 if you liked the older games; it's a ton of game for $30. I played 149 hours and that's without touching multiplayer or the sandbox and I still don't think I beat it. The new game is cool but honestly I would wait for the first expansion and a price drop, it doesn't feel like $60 worth of game.
|
# ? Nov 6, 2015 19:05 |
|
this game made my fire up 1404 again, gently caress that's a pretty game.
|
# ? Nov 6, 2015 19:07 |
|
Am I the only one who didn't really care for campaign in 2070 and just did scenarios/random maps? I just couldn't get into a story about some comically evil/inept organization that might as well have been named Beijing Smog Company and the quirky antics of a renegade robit. It also just seemed to plod along slowly so I gave up on it shortly after the AI went nuts or whatever.
|
# ? Nov 6, 2015 19:08 |
|
drat I missed out on the super cheap GMG deal because I've been without internet for the week. Not sure I want to pay $60 for this based on some of the comments in this thread.
|
# ? Nov 6, 2015 19:11 |
|
wait is dawn of of discovery and dawn of discovery venice different things? i thought I had both, are they seperate entries in the steam library?
|
# ? Nov 6, 2015 19:13 |
|
queeb posted:wait is dawn of of discovery and dawn of discovery venice different things? i thought I had both, are they seperate entries in the steam library? Venice is the expansion pack. It adds new stuff and espionage mechanics.
|
# ? Nov 6, 2015 19:19 |
|
|
# ? Jun 2, 2024 10:33 |
|
Chomp8645 posted:Am I the only one who didn't really care for campaign in 2070 and just did scenarios/random maps? I've never done campaigns in ANNO, they always seemed like extended tutorials. Endless / Free mode is where ANNO is all about. Holy poo poo Chomp we agree on something else! With the GMG sale I'm actually thinking about grabbing this though. I should stop reading the thread, its just tempting me...
|
# ? Nov 6, 2015 19:21 |